Batman

Bruce Wayne

  • F: In/40
  • A: In/40
  • S: Ex/20
  • E: Rm/30
  • R: In/40
  • I: In/40
  • P: In/40
  • Health: 130
  • Karma: 120
  • Resources: Mn/75
  • Popularity: +50 as Batman, +10 as Bruce Wayne

Powers:

  • Stealth: Ex/20

Equipment:

    Uniform:

    The Batman costume is made of Nomex fire-resistant material and lined with triple-weave Kevlar.

    His cape is also made of Nomex and triple-weave Kevlar, and its points are weighted for use as an offensive weapon (Excellent damage).

    The suit provides:

  • Excellent Body Armor vs. physical attacks Good vs. energy attacks.
  • Batman's cowl is a Kevlar-lined helmet with aramid-fiber and exotic-metal threads. Built into the cowl in the forehead, between the eyes, and across the throat are trauma plates for extra protection, impact dissipation, and edged weapon attenuation.
  • Starlite nightvision lenses that collects & focuses ambient light, permitting normal vision in any are not completely devoid of light (Remarkable Ultra-vision)
  • A radio receiver/transceiver
  • An audio processor with voice command equipment
  • A field of view display projector
  • An inertial GPS system
  • Utility Belt:

    Equipped with eight pockets of varying size. Failsafe in the belt will cause it to explode (Remarkable damage) and be completely destroyed should the buckle or pouches be opened incorrectly.

  • De-Cel Mono-filament Jumpline: Slows user's fall the further he descends. Remarkable strength, supports 400 lbs. indefinitely and 800 lbs. for shorter periods.
  • Launching Grappling Hook: Fires a hook that snaps open after firing and clamps shut once the button at its joint hits its target. Contains 200 ft. of de-cel cord (above).
  • Wall Penetrating Grapple: Fires diamond-bit piercing darts that can attach to up to Remarkable materials. Contains 200 ft. of thermoplastic line (Incredible strength, can support up to 600 lbs.).
  • Multifunction Binoculars: Magnifies up to 60 times. Equipped with infrared and limited ultraviolet imaging (-2 CS to darkness modifiers), as well as frame capture, stop-motion camera, and computer uplink. Can be handheld or attached to Batman's cowl by electrostatic clips.
  • Finger-light: Small flashlight that clips onto one finger. Negates all modifiers from darkness. Can project white, red, or infrared light.
  • Nerve agent Rated Gas Mask: Contains pullout face protector that seals itself over the nose and mouth opening in Batman's cowl. Allows for normal operation when exposed to nuclear, chemical, and biological toxins, and all forms of nerve gas.
  • Conventional Gas Mask: Allows for freedom of operation under exposure to any airborne non-contact toxins. Normally always carried in magazines of six.
  • Rebreather: Provides oxygen for 2 hrs.
  • Explosives:

  • Pellet Grenades: Can be strung together with bungee-prima cord (below). Can be attached to surfaces with an internal contact cement reservoir or thrown for a 5-sec. delay. Remarkable EA damage, 12-ft. blast radius.
  • Concussion Grenades: Can be set for explosive or flash-bang detonation and for a delay of 3 sec. to 40 min. Can also be set off by radio remote. Remarkable EA damage, 12 ft. blast radius.
  • Bungee-Prima Cord: Ropelike explosive normally used to link larger charges. Must be set off by a separate charge. 6 ft. blast radius, Good EA damage.
  • Universal Tool:

  • Used to aid in electronics work.
  • Tip contains various Phillips and flathead screwdrivers, wrenches, lock picking device, drill bits, and other implements.
  • Inside the base are full lineman's kit, multiline analyzers, cellphone analyzers, and other electrical analysis gear.
  • Can record and play back audio and video signals.
  • Tool can be safely used as a hammer.
  • Aerosol Sprays:

  • Rapid Room-Filling Fogger: Fills an entire area with Remarkable intensity fog for 10 rounds. Single-use only.
  • Infrared Paint Marker: Contains 8 oz. of paint, virtually invisible unless looked at through infrared optics.
  • Foaming Explosive: Contains 8 oz., detonates when charged electrically. Incredible Edged Attack damage.
  • Electronic Device Freezer: Disables electronics for 10 min.
  • Quick-Acting Knockout: Renders targets unconscious for 3 hrs. and without memory of the 5 min. preceding exposure unless Incredible Endurance FEAT is made
  • Tracer Devices:

  • Burr: Just over an inch wide, attached by foil spring snags on each of its four corners. One-month battery life, 1,500-ft. range.
  • Throwing: Less than an inch in diameter, 3-mile range.
  • Bat-cuffs:

  • Based on police-issue Ty-Cuffs, these restraint devices are made of sapphire-impregnated nylon with a stranded metal cable center. Considered to have Remarkable material strength.
  • Batarangs:

  • Folding Batarang: Good Blunt Throwing damage. Four may be folded and carried in a single belt pouch.
  • Close-Quarters Impact Batarang: Excellent Blunt Throwing damage, half standard throwing range.
  • Hard Impact Edge Batarang: Excellent Blunt Throwing damage.
  • Cutting Edge Batarang: Remarkable Edged Throwing damage.
  • Radio-Controlled Batarang: Excellent Blunt Throwing damage, can be radio-controlled by device on utility belt (+3 CS to accuracy FEATs).
  • Mini Computer:

  • 3 1/2 by 4 1/2 in. in size.
  • Operates as a standard personal computer in game terms.
  • Equipped with fax modem, GPS system, and minidisk rewritable drive.
  • Can be used to remote-control the Batmobile.
  • Capsules:

  • Knockout Gas: Remarkable intensity, 1-area radius. Those in the affected area must make Endurance FEAT or pass out for 2 hrs. and lose their memory of the 5 min. preceding exposure.
  • Regurgitive: Excellent intensity, 1-area radius. Those in the affected area must make Endurance FEAT or become violently ill for 10 rounds.
  • Smoke: Excellent intensity, 1-area radius. All in the affected area at -2 CS to performing actions.
  • Tear Gas: Excellent intensity, 1-area radius. Must make Endurance FEAT or be unable to perform any action until one round after leaving the affected area or 15 minutes (10 minutes if outdoors or in a windy area), whichever comes first.
  • Crime Scene Investigation Kit:

  • Contains sample bags, blood-drying bags, fingerprinting kit, odor-analyzing chromatograph, independent detachable video camera.
  • Linked directly to Batman's uniform, the Batmobile, and the Batcave computer.
  • Taser:

  • Delivers Amazing electrical jolts.
  • Subsonic Bat Call:

  • Attracts all bats within a 10-mile radius.
  • Incidentals (normally always carried):

    Keys, money, lockpicks, first aid kit, mini-cellphone, antitoxin assortment, signal flares, wireless listening devices, small halogen flashlight.

    The Batmobile

    The current Batmobile uses one of Bruce Wayne's sportscars a basis and then redesigning it completely. The body is an advanced plastic/polymer composite with Amazing damage resistant properties.

    The windows are all bulletproof, polarized one-way glass, and the mirrors, headlights, and taillights are all bulletproof. The tires are self-sealing (two turns to seal and re-inflate, five to replace completely).

    The Batmobile has an internal computer that allows for limited voice-activated controls. It also has an internal navigation system with global positioning system hookup, video and radio receivers/transceivers, scanner set to monitor police, fire, medical, and military emergency frequencies at all times, and a satellite hookup to the mainframe in the Batcave.

    Room for 1 passenger, 6 cubic feet of cargo capacity, Speed 162 mph.



    The current Batmobile is a low slung two-seater sportscar roughly the size of a .1985 Corvette.

    The headlights, located in the hood, contain powerful lasers, useful for disabling getaway cars or for vaporizing the occasional road hazard left by criminals.

    The body of the automobile and dual-bubble windscreen are coated with a unique bullet-proof ceramic.

    The exhaust system allows for smokescreen generation.

    A microwave-linked terminal allows Batman access to the Bat-Computer. The batmobile is also capable of off-road movement.

  • Control: Remarkable
  • Speed: Unearthly
  • Body: Remarkable
  • Protection: Remarkable
  • Batmobile Abilities:

  • Smokescreen: (from rear exhaust) of Excellent rank and intensity.
  • Laser-Beam Headlights: causes Remarkable damage at a 5 area range.
  • Portable-Lab (in trunk): Allows for Excellent rank chemical analysis.
  • On-board computer: Excellent information storage/analysis/retrieval with satellite linkup to Batcave mainframe.
  • Radio-Telephone: Excellent range, has direct link-up to Gotham City PD.
  • Ejection Seats: Allows for Remarkable rank leap.
  • Snow Tires: allows Remarkable rank traction in snow and ice. May be self-sealed (security mode) with bands of steel-alloy and wheel-sheaths allowing Amazing rank protection from outside forces.
  • Self-sealing/inflating tires: two rounds to seal and reinflate in case of a blowout Limited voice-controlled driving either while in car or via remote GPS system (+2CS to Navigation)
  • Bulletproof windows, headlights, taillights, and mirrors
  • Multi-band scanner
  • Audio and video transceivers
  • The Batwing

    The current Bat-Wing is the latest in a long line of planes. This one is a customized F-4 Phantom that has VTOL capabilities.

    It is capable of vertical take off and landing and silent running. In addition to its two man crew, the Bat-Wing can carry 25,000 pounds of ordinance on it's wing pylons.

    The Bat-wing is armed with various weaponry, making it one of the most formidable aircraft in the skies.

    An on-board terminal access the BatComputer via microwave link.


  • Control: Remarkable
  • Speed: Incredible
  • Body: Remarkable
  • Protection: Excellent
  • Abilities:

  • Missiles- 10 missiles (Sin each wing), 20 area range, Incredible explosive damage.
  • Wing-Mounted Machine Guns- 15 area range, causes Remarkable damage.
  • The Batboat

    The Batboat, a modified two seat hydrofoil, is one of the world's fastest small warships, capable of speeds over 100 MPH.

    Its radar/sonar system is state-of-the-art.

    lt is coated with the same bulletproof ceramic that protects the Batmobile.

    It also shares the microwave link with the BatComputer.


  • Control: Excellent
  • Speed: Remarkable
  • Body: Excellent
  • Protection: Excellent
  • Abilities:

  • Bat-Torpedoes: 10 area range, Remarkable rank sonar/radar tracking, Incredible explosive damage.
  • Radar/Sonar: Remarkable rank and range.
  • Ejection Seat: allows a Remarkable rank leap.
  • The Batboat also has full scuba and underwater gear onboard.
  • The Batcycle

    A modified heavy-duty motorcycle capable of high speeds. It also has a microwave link to the BatComputer.

    Batman sometimes uses this silent-running bike in his missions.

  • Control: Excellent
  • Speed: Remarkable
  • Body: Excellent
  • Protection: Good
  • Abilities:

  • Snow Tires- allows Remarkable rank traction in snow and ice.
  • Batman also wears a helmet when riding this cycle that lessens the damage from impacts by -1CS.

Talents:

    Martial Arts A,B,C,D,E, Wrestling, Acrobatics, Tumbling, Detective(+3CS), Disguise/Actor, Resist Domination, Marksman, Weaponsmaster, Weapon Specialist: Batweapons, Computers, Forensics, Psychology, Kit bashing, Pilot: Helicopters to Jet Fighters, Horsemanship, Escape Artist, Leadership, Tracking, Medicine, First-Aid, Law, Law-Enforcement, Criminology, Engineering, Biology, Chemistry,Physics, Biochemistry, Computer Engineer, Electronics, Languages: English, French, Spanish, Russian, Japanese, Mandarin, Cantonese, Filipino, Korean, Arabic, Turkish, Polish, German, Latin, Greek, Italian, Portuguese, French, Hebrew, Thai, Vietnamese

Contacts:

    Alfred Pennyworth, Barbara Gordon (Oracle), Gotham City P.D./Prison/University, Richard Grayson, Tim Drake, The Justice League of America, Azreal, Arkham Asylum